Credits:
-Durg for beta testing various components and development on the "TrueGameplay_AI" mods (formerly "TrueRangeAI").
-Ghost for beta testing various components.
-SWAT-guy for beta testing various components.
-Dslyexci for internal beta testing with ShackTac using the "TrueGameplay_AI" mods (formerly "TrueRangeAI").
-SickBoy for major help on getting the script effect working in "TrueGameplay-Player-Fatigue".
-Kronzky for allowing me to use his "Mobile Target Range".
-Various other people for feedback and suggestions.

License:
You are free to distribute TrueGameplayMods as long as they are the original and unmodified addons.

Do not modify and distribute parts of TrueGameplayMods without my permission. Just ask, that's all.

Version:

TrueGameplay-AI-Spotting v1.0
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- Increased AI spotting distance (AI will spot a "Man" or "Vehicle" far away and specify the specific unit when the two get closer or one uses optics).

- Adjusted visibility so that movement speed and stance play a more important role in AI spotting.
= Most > Least Visible (Sprint/Run/Walk - Stand/Crouch/Prone)

TrueGameplay-AI-Engagment v1.0
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- Increased engagement distance (AI will engage up to 600m for typical).
- Increased rate of fire (AI will engage at a faster pace and they will use burst/full-auto mode around and up to 300m).
- AI will fire handheld weapons at transport helicopters moving at medium to slow speed (AH6 included).
- AI will fire AT rounds at slow moving helicopters.
- AI tanks will fire Sabot rounds at slow moving helicopters and possibly HE rounds at infantry.
- AA units will now engage Jets. (AA soldiers now fire AA at fast moving Jets).

TrueGameplay-AI-Radar v1.0
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- AI should not fire past the ViewDistance line ("beyond the fog"). The only time which they might, may be because they are still tracking a target for 5 more seconds, because of the AI 5-second cycle or AA.
- Static Weapons (StaticM2, D30, ect..) don't show or give off radar signals.
- Using fog and vehicles with radar is still dangerous, but they're visibility is greatly reduced if you do use fog. The safest way would be to match the VD with the fog line (Ex. If fog cuts visibility down too 500m, then setViewDistance should be 500m).

Things you will notice...
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- Increased immersion from the ingame feeling that you have limited agility due to momentum.
- Choice of stance and movement becomes much more important while playing.
- Fast prone spinning is no longer possible and sprint zigzagging ability is reduced.

TrueGameplay-Player-Fatigue v1.0 (Requires "ExtendedEventHandlers")
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- CHANGED fatigue values for various player movements and you will now need to stop moving to catch your breath.
- NEW visual effect when rolling. Now you can't see for 1-2 seconds due to head disorientation. (Huge thanks to SickBoy for his scripting skills! Wouldn't have been in here without his help.)

TrueGameplay-Vehicle-SteeringSensitivity v1.0
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- INCREASED steering sensitivity speeds for all cars, trucks, and light armor vehicles so that driving with a mouse is much easier due to the increased sensitivity.

TrueGameplay-Weapon-Dispersion v1.0
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- INCREASED weapon Dispersion values for various vehicle and handheld weapons. This change affects both you the player and AI.
- INCREASED AIDispersion values (Skill slider has more affect on AI and AI are more likely to be more inaccurate vertically (harder to determine distance) then horizontally).

DISCLAIMER - This is an increased dispersion mod that affects you and AI. It still keeps things even between the two, but you have the option to increase AI dispersion by lowering AI skill.

DISCLAIMER - I am not claiming realism with these recoils. In fact, the recoils are probably excessive. What I am trying to more or less simulate is the person trying to control and stabilize the weapon recoil. This change requires YOU the PLAYER to control/tame the recoil and adjust the offset afterwards with your mouse. The faster you engage, the more input from you is necessary. This new challenge for YOU the player affects gameplay in a positive way as well as increasing the immersion from the "feel" of firing a serious weapon.

Things you will notice...
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- This is a very crude mod. It is nothing more then a few config changes that adds some instability to the missiles to require you to face and aim at your target for a more accurate lock. This change affects you and AI, so things are still balanced. You will see weird missile behavior often, but thats the price to pay for the benefit on gameplay. There is probably a better way to do this, but that is beyond my knowledge.

TrueGameplay-Survivability-Helicopter v1.0
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- INCREASED armor values for all helicopters and they're components SLIGHTLY, but MOSTLY for the engine component.

Things you will notice...
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- The main thing you will notice is that you can take some more damage before your engine fails. How many times have you had one enemy tracer hit your engine and you fall right out of the sky? I can't count the number of times. NOW The odds are much higher for a rear rotor failure, fuel leak, or being shot in the pilot seat, rather then one tracer destroying your engine, sending you plummeting to the ground. Now pilots will more then not emergency land and survive. Can you say rescue mission?

TrueGameplay-Survivability-Man v1.0
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- INCREASED armor by 2x for ALL soldiers and left civilians as is (default).

Things you will notice...
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- The main thing you will notice is that you can take some more damage before you are dead. This will make medic roles more important, since you may be playing hurt more often then normal.

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